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DUNGEONS & DRAGONS

REFERENCE
SHEETS

PUBLISHED BY
TACTICAL STUDIES RULES
LAKE GENEVA, Wl 53147
STATISTICS REGARDING CLASSES:

Dice for Accu­ Fighting Spells & Level


Fighting-Men mulative Hits Capability 1 2 3 4 5 6
Veteran 1 + 1 Man +1 NIL
Warrior 2 2 Men +1 NIL
Swordsman 3 3 Men or Hero -1 NIL
Hero 4 Hero NIL
Swashbuckler 5 + 1 Hero +1 or 5 Men NIL
Myrmidon 6 Hero +1 or 6 Men NIL
Champion 7 + 1 Superhero -1 NIL
Super Hero 8 + 2 Superhero NIL
Lord 9 + 3 Superhero +1 NIL
Lord, 10th Level 10 + 1 Superhero +1 NIL

Magic-Users
Medium 1 Man 1 - - - - -
Seer 1 + 1 Man +1 2 - - - - -
Conjurer 2 2 Men 3 1 - - - -
Theurgist 2 + 1 2 Men +1 4 2 - - - -
Thaumaturgist 3 3 Men 4 2 1 - - -
Magician 3 + 1 3 Men +1 4 2 2 - - -
Enchanter 4 Hero -1 4 3 2 1 - -
Warlock 5 Hero 4 3 3 2 - -
Sorcerer 6 + 1 Hero +1 4 3 3 2 1 -
Necromancer 7 Wizard 4 4 3 3 2 -
Wizard 8 + 1 Wizard 4 4 4 3 3 -
Wizard, 12th Level 8 + 2 Wizard 4 4 4 4 4 1
Wizard, 13th Level 8 + 3 Wizard 5 5 5 4 4 2
Wizard, 14th Level 8 + 4 Wizard +1 5 5 5 4 4 3
Wizard, 15th Level 9 + 1 Wizard +1 5 5 5 4 4 4
Wizard, 16th Level 9 + 2 Wizard +2 5 5 5 5 5 5

Clerics
Acolyte 1 Man - - - - - -
Adept 2 Man +1 1 - - - - -
Village Priest 3 2 Men 2 - - - - -
Vicar 4 3 Men 2 - 1 - - -
Curate 4 + 1 3 Men +1 2 - 2 - - -
Bishop 5 Hero -1 2 1 2 1 - -
Lama 6 Hero 2 2 2 1 1-
Patriarch 7 Hero +1 2 2 2 2 2 -
Patriarch, 9th Level 7 + 1 Superhero -1 3 3 3 2 2 -
Patriarch, 10th Level 7 + 2 Superhero -1 3 3 3 3 3 -
SPELLS TABLE

Magic-Users:

1st Level 2nd Level 3rd Level

1. Detect Magic Detect Invisible Fly


2. Hold Portal Levitate Hold Person
3. Read Magic Phantasmal Forces Dispell Magic
4. Read Languages Locate Object Clairvoyance
5. Protection/Evil Invisibility Clairaudience
6. Light Wizard Lock Fire Ball
7. Charm Person Detect Evil Lightning Bolt
8. Sleep ESP Protection/Evil, 10' r.
9. Continual Light Invisibility, 10' r.
10. Knock Infravision
11. Slow Spell
12. Haste Spell
13. Protection/Normal Missiles
14. Water Breathing

4th Level 5th Level 6th Level

1. Polymorph Self Teleport Stone-Flesh


2. Polymorph Others Hold Monster Reincarnation
3. Remove Curse Conjure Elemental Invisible Stalker
4. Wall of Fire Telekinesis Lower Water
5. Wall of Ice Transmute Rock-Mud Part Water
6. Confusion Wall of Stone Projected Image
7. Charm Monster Wall of Iron Anti-Magic Shell
8. Growth/Plant Animate Dead Death Spell
9. Dimension Door Magic Jar Geas
10. Wizard Eye Contact Higher Plane Disintegrate
11. Massmorph Pass-Wall Move Earth
12. Hallucinatory Terrain Cloudkill Control Weather
13. Feeblemind
14. Growth/Animal
SPELLS TABLE

Clerics:

1st Level 2nd Level 3rd Level


1. Cure Light Wounds Find Traps Remove Curse
2. Purify Food & Water Hold Person Cure Disease
3. Detect Magic Bless Locate Object
4. Detect Evil Speak with Animals Continual Light
5. Protection/Evil
6. Light

4th Level 5th Level

1. Neutralize Poison Dispell Evil


2. Cure Serious Wounds Raise Dead
3. Protection/Evil, 10' r. Commune
4. Turn sticks to snakes Quest
5. Speak with plants Insect Plague
6. Create Water Create Food

Clerics verses Undead Monsters:


Monster
Village
Type Acolyte Adept Priest Vicar Curate Bishop Lama Patriarch

Skeleton 7 T T D D D D D
Zombie 9 7 T T D D D D
Ghoul 11 9 7 T T D D D
Wight N 11 9 7 T T D D
Wraith N N 11 9 7 T T D
Mummy N N N 11 9 7 T T
Spectre N N N N 11 9 7 T
Vampire N N N N N 11 9 7

Numbers are the score to match or exceed in order to turn away, rolled with
two six-sided dice.
T = Monster turned away, up to two dice in number.
D = Dispelled/disoIved, up to two dice in number.
N = No Effect.
BASIC EQUIPMENT AND COSTS:
It will be necessary for players to equip their characters with various basic items
of equipment. Selection of items is strictly up to the players, and Gold Pieces are
taken away accordingly (players may sell to one another, of course, and then
Gold Pieces would be transferred).
Item Cost Item Cost
Dagger 3 Leather Armor 15
Hand Axe 3 Chain-type Mail 30
Mace 5 Plate Mail 50
Sword 10 Helmet 10
Battle Axe 7 Shield 10
Morning Star 6 Barding (Horse Armor) 150
Flail 8 50' of Rope 1
Spear 2 10' Me 1
Pole Arm 7 12 Iron Spikes 1
Halberd 7 Small Sack 1
Two-Handed Sword 15 Large Sack 2
Lance 4 Leather Back Pack 5
Pike 5 Water/Wine Skin 1
Short Bow 25 6 Torches 1
Long Bow 40 Lantern 10
Composite Bow 50 Flask of Oil 2
Light Crossbow 15 3 Stakes & Mallet 3
Heavy Crossbow 25 Steel Mirror 5
Quiver of 20 Arrows 10 Silver Mirror, Small 15
Case with 30 Quarrels 10 Wooden Cross 2
20 Arrows/30 Quarrels 5 Silver Cross 25
Silver Tipped Arrow 5 Holy Water/Vial 25
Mule 20 Wolvesbane, bunch 10
Draft Horse 30 Belladonna, bunch 10
Light Horse 40 Garlic, bud 5
Warhorse, Medium 100 Wine, quart 1
Warhorse, Heavy 200 Iron Rations (for dungeon expeditions)
Saddle 25 1 person/1 week 15
Saddle Bags 10 Standard Rations for 1 person, 1 week 5
Cart 100
Wagon 200 Other items cost may be
Raft 40 calculated by comparing to
Small Boat 100 similar items listed above.
Small Merchant Ship 5000
Large Merchant Ship 20000
Small Galley 10000
Large Galley 30000
ATTACK MATRIX I. : MEN ATTACKING

TARGET:
Armor 20-Sided Die Score to Hit by Level*
Class Description 1-3 4-6 7-9 10-12 13-15 16 & +
2 Plate Armor & Shield 17 15 12 10 8 5
3 Plate Armor 16 14 11 9 7 4
4 ChainMail & Shield 15 13 10 8 6 3
5 Chain Mail 14 12 9 7 5 2
6 Leather & Shield 13 11 8 6 4 1
7 Leather Armor 12 10 7 5 3 1
8 Shield Only 11 9 6 4 2 1
9 No Armor or Shield 10 8 5 3 1 1

* Fighting-Men: Mogic-Users advance in steps based on


five levels/group (1-5, 6-10, etc.), and Clerics in steps
based on four levels/group (1-4, 5-8, etc.). Normal men
equal 1st level fighters.

ATTACK MATRIX II. : MONSTERS ATTACKING


TARGET:

Armor 20-Sided Dice Score to Hit by Monster's Dice #


Class Description Up to 1 1+1 2-3 3-4 4-6 7-8 9-10 11 & +
2 All as in Table 17 16 15 13 12 11 9 7
3 I. above ... 16 15 14 12 11 10 8 6
4 15 14 13 11 10 9 7 5
5 14 13 12 10 9 8 6 4
6 13 12 11 9 8 7 5 3
7 12 11 10 8 7 6 4 2
8 11 10 9 7 6 5 3 1
9 10 9 8 6 5 4 2 0

All base scores to hit will be modified by magic armor and weaponry. Missile
hits will be scored by using the above tables at long range and decreasing Armor
Class by 1 at medium and 1 at short range.
SAVING THROW MATRIX:
All Wands —
Including
Class & Death Ray Polymorph or Dragon Staves &
Level or Poison Paralization Stone Breath Spells

Fighting-Men 1-3 12 13 14 15 16
Magic-User 1-5 13 14 13 16 15
Cleric 1-4 11 12 14 16 15
Fighter 4-6 10 11 12 13 14
Magic User 6-10 11 12 11 14 12
Cleric 5-8 9 10 12 14 12
Fighter 7-9 8 9 10 10 12
Magic-User 11-15 8 9 8 11 8
Cleric 9-12 6 7 9 11 9
Fighter 10-12 6 7 8 8 10
Magic-User 16 + 5 6 5 8 3
Cleric 13 + 3 5 7 8 7
Fighter 13 + 4 5 5 5 8

Failure to make the total indicated above results in the weapon having full ef­
fect, i.e. you are turned to stone, take full damage from dragon's breath, etc.
Scoring the total indicated above (or scoring higher) means the weapon has no
effect (death ray, polymorph, paralization, stone, or spell) or one-half effect
(poison scoring one-half of the total possible hit damage and dragon's breath
scoring one-half of its full damage). Wands of cold, fire balls, lightning, etc. and
staves are treated as indicated but saving throws being made result in one-half
damage.
THE MONSTERS

MONSTER REFERENCE TABLE, HOSTILE & BENIGN CREATURES:


Special characteristics are dealt with in the separate paragraphs pertaining to
each monster which follow this table.

Monster Number Armor Move in Hit % In Type or


Type Appearing* Class Inches** Dice Lair Amount of
Treasure
Men 30 — 300 All variable ——————— 15% Type A
Goblins/KoboIds 40 — 400 6/7 6 1-1/½ 50% 1-6 G.P. ea.
Orcs 30 — 300 6 9 l 50% Type D
Hobgoblins/
Gnolls 20 — 200 5 9 1+1/2 30% Type D
Ogres 3 — 18 5 9 4 +1 30% 1,000 G.P.
+ Type C
Trolls 2 12 4 12 6 +3 50% Type D
Giants 1 — 8 4 12 8-12+2 30% 5,000 G.P.
+ Type E
Skeletons/ —
Zombies 3 30 7/8 6 ½/2 Nil Nil
Ghouls 2 — 24 6 9 2 20% Type B
Wights 2 — 24 5 9 3 60% Type B
Wraiths 2 — 16 3 12/24 4 20% Type E
Mummies 1 — 12 3 6 5 +1 30% Type D
Spectres 1 — 8 2 15/30 6 25% Type E
Vampires 1 — 6 2 12/18 7-9 20% Type F
Cockatrices 1 — 8 6 9/18 5 35% Type D
Basilisks 1 — 6 4 6 6 +1 40% Type F
Medusae 1 — 4 8 9 4 75% Type F
Gorgons 1 — 4 2 12 8 50% Type E
Manticores 1 — 4 4 12/18 6 +1 25% Type D
Hydras 5-12 heads 5 12 5-12 25% Type B
Chimeras 1 — 4 4 12/18 9 50% Type F
Wyverns 1 — 6 3 9/24 7 60% Type E
Dragons*** 1 — 4 2 9/24 5-12 60% Type H

Gargoyles 2 — 20 5 9/15 4 25% Type C


Lycanthropes*** 2 — 20 Variable ——————— 15% Type C
Purple Worms 1 — 4 6 6 15 25% Type D
Sea Monsters All
variable and at referee's descretion ———————————
Minotaurs 1 — 8 6 12 6 10% Type C
MONSTER REFERENCE TABLE, CONTINUED
Monster Number Armor Move in Hit % In Type or
Type Appearing* Class Inches** Dice Lair Amount of
Treasure
Centaurs 2 — 20 5 18 4 05% Type A
Unicorns 1 — 4 2 24 4 Nil Nil
Nixies 10 — 100 7 12 1 100% Type B
Pixies 10 — 100 6 9/18 1 25% Type C
Dryads 1 — 6 5 12 2 20% Type D
Gnomes 40 — 400 5 6 1 60% Type C
Dwarves 40 — 400 4 6 1 50% Type G
Elves 30 — 300 5 12 1 +1 25% Type E
Treants 2 — 20 2 6 8 Nil Nil
Pegasi 1 — 12 6 24/48 2 +2 Nil Nil
Hippogriffs 2 — 16 5 18/36 3 +1 Nil Nil
Rocs 1 — 20 4 6/48 6 20% Type I
Griffons 2 — 16 3 12/30 7 10% Type E
Invisible
Stalkers —————— 3 12 8 Nil Nil
Elementals 1 2 Variable ———— Nil Nil
Djinn —————— 5 9/24 7 +1 Nil Nil
Efreet —————— 3 9/24 10 Nil Nil
Ochre Jelly 1 8 3 5 Nil Nil
Black Pudding 1 6 6 10 Nil Nil
Green Slime —————— — Nil 2 Nil Nil
Gray Ooze —————— 8 1 3 Nil Nil
Yellow Mold —————— — — — Nil Nil
Light Horse —————— 7 24 2 Nil Nil
Medium Horse —————— 7 18 2 +1 Nil Nil
Heavy Horse —————— 7 12 3 Nil Nil
Draft Horse —————— 7 12 2 +1 Nil Nil
Mule —————— 7 12 2 +1 Nil Nil
Small Insects
or Animals 6 — 36 Variable —————————————————
Large Insects
or Animals 2 — 16 Variable —————————————————

*Referee's option: increase or decrease according to party concerned (used


primarily only for out-door encounters).
**Number after slash is flying speed. Creature may "charge" also and get
bonus to normal move.
***See separate paragraphs regarding each monster for various possibilities.
REFEREE'S MAP is a wilderness map unknown to the players. It should be for
the territory around the dungeon location. When players venture into this area
they should have a blank hexagon map, and as they move over each hex the re­
feree will inform them as to what kind of terrain is in that hex. This form of
exploring will eventually enable players to know the lay of the land in their im­
mediate area and thus be able to select a site upon which to build their castles.
(Castle building and its attendant requirements will be covered hereafter.) Ex­
ploratory adventures are likely to be the most exciting, and their incorporation
into the campaign is most desirable. Exploration by foot is at normal speed.
Horsed parties will travel at the speed of a draft horse, and exploration by air
will be at half normal flying speed.

MOVEMENT:
Type # of Hexes Type: (Flying) # of Hexes
Man on foot 3
Wagon or Cart 4 Dragon 24
Draft Horse 5 Griffon 30
Heavy Horse 6 Hippogriff 40
Medium Horse 8 Roc 48
Light Horse 10 Pegasus 48
Raft 10 (3) Broom 40
Boat 15 (5) Carpet 30
Merchant Ship 12 Efreet 20
Galley 20 (6) Djinn or Air Elemental 30

(Numbers in parenthesis are for swamp movement)


MONSTER DETERMINATION AND LEVEL OF MONSTER MATRIX:

Level Beneath Consult Monster Level Table Number


the Surface 1 2 3 4 5 6

1 Die 1-2 3-4 5 6 — —


2 1 2 3-4 5 6 —
3 — 1 2 3-4 5 6
4-5 — — 1 2-3 4-5 6
6-7 — — — 1 2-4 5-6
8-9 — — — — 1-2 3-6
10-12 — — — — 1 2-6
13 + — — — — — 1-6

MONSTER LEVEL TABLES:

1 Die 2 Die
KoboIds 1 Hobgoblins 1
Goblins 2 Zombies 2
Skeletons 3 Lizards 3
Orcs 4 Warriors 4
Giant Rats 5 Conjurers 5
Centipedes 6 Gnolls 6
Bandits 7 Ghouls 7
Spiders 8 Toads 8
Berserkers 9
Theurgistists 0

3 Die 4 Die
Wights 1 Wraiths 1
Heroes 2 Ogres 2
Giant Hogs 3 Evil Priests 3
Giant Ants 4 Myrmidons 4
Ochre Jelly 5 Giant Beetles 5
Thaumaturgists 6 Giant Scorpions 6
Swashbucklers 7 Lycanthropes 7
Magicians 8 Gargoyles 8
Giant Snakes 9 White Apes 9
Giant Weasles 0 Enchanters 0
5 Die 6 Die

Trolls 1 Giants 1
Superheroes 2 Hydra (9-12 heads) 2
Wyverns 3 Drogons 3
Spectres 4 Basilisks 4
Mummies 5 Gorgons 5
Minotaurs 6 Chimeras 6
Manticores 7 Vampires 7
Cockatrices 8 Lords 8
Sorcerers 9 Spectres 9
Wyverns 10 Wizards* 10
Hydra (6-8 heads) 11 Evil High Priests* 11
Medusae 12 Purple Worms 12

*Typically each will be accompanied by from 1-4 apprentices (Enchanters/Evil


Priests) and 1-6 body-guards (levels 4-6) fighter-type.

Castles: As stated, the ponds indicate Castles. The inhabitants of these strong­
holds are determined at random. Occupants of these castles will venture out if a
party of adventurers passes nearby. If passing over the castle hex there is a 50%
chance (die 1-3) that they will come out, if one hex away there is a 33 1/3
chance (die 1 -2), and if two hexes away there is only a 16 2/3% chance (die 1).
If the party is on the castle hex and hails the castle, the occupants will always
come forth if the party is not obviously very strong and warlike. Patriarchs are
always Lawful, and Evil High Priests are always Chaotic. All other castle inha­
bitants will be either hostile to the adventurers (die 1-3) or neutral (die 4-6).
Determine the occupant of a castle as follows:

Type of Guards/Retainers in Castle


(The number after indicating the type die
Die Occupant to use to determine how many)
Die -1 2 3 4
1 Lord Champs. 8 Griffons *6 Myrmi's. 10 Giants 4
2 Superhero Myrmi's. 8 Rocs *4 Ogres 4 S'bucks. 10
3 Wizard Dragons 4 Chmrs. 4 Wyverns 4 Blsks. 4
4 Necromancer Chmrs. 4 Mntcrs. 6 Lycs. 12 GrgyIs. 12
5 Patriarch Heroes 20 S'heroes 6 Treants 10 H'griffs *6
6 Evil H. P. Trolls 10 Vmprs. 6 W. Apes 20 Spectres IO
*With a like number of Heroes riding these creatures.
Fighting-Men within castles will demand a jousting match with all passersby of
like class. Otherwise they will demand a toll of from 100 to 600 Gold Pieces
from the party. If a joust takes place (use rules from CHAINMAIL) the occupant
of the castle will take the loser's armor if he wins, but if the character wins the
castle owner will host all in the party for up to one month, supply them with
two weeks of rations, and provide warhorses (Heavy) if the party so requires.

Magic-Users from castles will send passersby after treasure by Geas if they are
not hostile, with the Magic-User taking at least half of all treasure so gained, the
Magic-User having first choice of magical items and automatically choosing Mis­
cellaneous Magic, Wands/Staves, or Rings (in that order) in preference to other
items. Otherwise, the Magic-User will require a magical item from the passersby
as toll, and if they have no magical items suitable for use the Magic-User will re­
quire a toll of from 1000 to 4000 Gold Pieces.

Clerics will require passersby to give a tithe (10%) of all their money and jewels.
If there is no payment possible the Cleric will send the adventurers on some
form of Lawful or Chaotic task, under Quest. Generally Evil High Priests will
simply attempt to slay Lawful or Neutral passersby who fail to pay their tithes.

Guards: In addition to those men or monsters accompanying castle residents,


there will be a number of men aiding in defense. From 30 to 180 men will man
the walls, one-half of whom will be crossbow armed light foot, and the balance
will be heavy foot. Those castle residents who are accompanied by men or crea­
tures capable of riding or able to make near equal speed will be mounted on
horseback, as will their men be mounted. There is also a chance that there will
be others in the castle's party:
Castle Resident % Chance of Having Level
Fighting-Men 25% chance for 5-8
Magic-User ---
50% chance for 3-6
Cleric ---
Magic-User 25% chance for 5-8
Fighting-Man
50% chance for 4-7
Apprentice
Cleric 50% chance for 4-7
1 -6 Assistants
WILDERNESS WANDERING MONSTERS:
Terrain Type —— Clear Woods River Swamp Mtns. Desert City
Lost ————— 1 1-2 1 1-3 1-2 1-3 —
Encounter ——— 6 5-6 5-6 4-6 4-6 5-6 6

Die Roll for


Type Encounter
1 Men Men Men Men Men Men Men
2 Flyer Flyer Flyer Flyer Flyer Flyer Undead
3 Giant Giant Giant Giant Giant Giant Undead
4 Lycs. Lycs. Lyes. Lycs. Lyes. Men Men
5 Anmls. Lyes. Swim'r Swim'r Anmls. Anmls. —
6 Men Men Swim'r Undead Giants Dragon —
7 Anmls. Anmls. Anmls. Undead Dragon — —
8 Dragon Dragon Dragon Dragon Dragon — —

MEN
Die Typical Mountain Desert (Mars) Waterbourne
1 Bandits Band its Nomads Buccaneers
2 Brigands Berserkers Dervishes Pirates
3 Necromancer Brigands Nomads Buccaneers
4 Wizard Lord Lord Pirates
5 Bandits Wizard Wizard Buccaneers
6 Berserkers Superhero Nomads Mermen
7 Lord Cavemen (Red Martians) —
8 Superhero Necromancer (Tharks)
9 Brigands Evil H.P. (Black Martians)
10 Bandits Cavemen (Yellow Martians)
11 Evil H.P. Patriarch (Tharks)
12 Patriarch Berserkers (White Martians)

Die FLYER TYPES UNDEAD TYPES GIANT TYPES


1 Pegasi Skeletons KoboIds
2 Rocs Zombies Goblins
3 Chimerae Ghouls Orcs
4 Hippogriffs Wights Hobgoblins
5 Griffons Wraiths Gnolis
6 Manticores Mummies Ogres
7 Rocs Spectres Trolls
8 Wyverns Vampires Giants
9 Dragons — Gnomes
10 Pegasi — Dwarves
11 Hippogriffs — Elves
12 —
Treants
Die LYCANTHROPES SWIMMER TYPES DRAGON TYPES
1 Werewolves Giant Crabs Black Dragons
2 Wereboars Nixies White Dragons
3 Weretigers Giant Octopi Green Dragons
4 Werebears Giant Squid Blue Dragons
5 ——— Sea Monster Red Dragons
6 Giant Snakes Gold Dragons
7 Crocodiles Cockatrices
8 Giant Leeches Basilisks
9 Mermen Wyverns
10 Nixies
11 Giant Fish Chimerae
12 Dragon Turtle Hydra (7-12 heads)

Basic Optional Optional Optional Optional


Die Animals Woods Swamps Arid Plains Mountains

1 Spiders Centaurs Tyr. Rex Apts Cave Bears


2 Centipedes Unicorns Pter'dyle. Banths Dire Wolves
3 Lizards Minotaurs Triceratops Thoats Sabre T. Tigs.
4 Toads Gorgons Bronto's. Calots Mastodons
5 Ants Pixies Stegosaurs White Apes Sptd. Lions
6 Weasels Manticores Tyr. Rex Thoats Wooly Rhinos
7 Apes Dryads Pter'dyle. Orluks Titanotheres
8 Beetles Medusae Triceratops Sith Cave Bears
9 Scorpions ——— ——— Tharks Mammoths
10 Lions Darseen Sabre T. Tigs.
11 Boars Banths Dire Wolves
12 Snakes Tharks Sptd. Lions

Notes:
There will be from 2-12 men with any Fighting-Man, Magic-User, or Cleric en­
countered in the wilderness. They will be from the 1st to 4th level of the appro­
priate class. In addition there will be other magical items they might have:

Fighting-Man Magic-User Cleric

ITEM CHANCE ITEM CHANCE ITEM CHANCE

sword 50% wand 60% weapon 40%


shield 25% ring 30% staff 30%
armor 25% misc. mg. 20% shield 20%
armor 10%

Animals will generally be of the giant variety, although the referee might prefer
to have small spiders, for example, which attack the party when they are asleep.
TREASURE TYPES:

1000's 1000‘s 1000's


of of of
Gems and Maps or
Type Copper SiIver Jewelry*
Gold Magic
A
Land 1 1-6:25% 1-6:30% 2-12:35% 6-36:50% 40%: any 3
Desert 2 1-4:20% 1-4:25% 1-6:30% 10-40:50% 60%: 3 magic
Water 3 Nil Nil 5-30:60% 10-60:60% 50%: 1 map
————————————————————————————————————————
B 1-8:50% 1-6:25% 1-3:25% 1-6:25% 10%: Weapon,
Armor, or
misc. weapon
————————————————————————————————————————
C 1-12:20% 1-4:30% Nil 1-4:25% 10%: any 2
————————————————————————————————————————
D 1-8:10% 1-12:15% 1-6:60% 1-8:30% 20%: any 2+
1 Potion
————————————————————————————————————————
E 1-10:05% 1-12:30% 30%: any 3+
1-8:25% 1-10:10%
1 Scroll
————————————————————————————————————————
F Nil 2-20:10% 1-12:45% 2- 24:20% 35%: no weap­
1-12:10% ons, any other
3+ 1 Potion
and 1 Scroll
————————————————————————————————————————
G Nil Nil
3-18:25% 40%: any 4+
10-40:75%
1-10:25% 1 Scroll
————————————————————————————————————————
H 3-24:25% 1-100:50% 10-60:75% 1-100:50% 20%: any 4+
10-40:50% 1 Potion and
1 Scroll
————————————————————————————————————————
1 Nil Nil Nil 2-16:50% 20%: any 1
————————————————————————————————————————

* Roll for each category (Gems and Jewelry), probability shown if different
for either category.

1 Brigands will have only very important prisoners, 1/20 Brigands, while
Bandits will have prisoners at a ratio of 1/10 Bandits. Both classes will car­
ry Silver Pieces on their person, 2-20 each. Berserkers have neither. Cave­
men have no treasure.
2 Nomads will have prisoners at a rate of 1/25. They will have 5-30 Sil­
ver Pieces each. Dervishes have neither.
3 Pirates will have prisoners as do Bandits, and the same holds true for the
Buccaneer/Bandit relationship. Pirates and Buccaneers will carry from 2-12
Gold Pieces each. Mermen have treasure only underwater in their "Lair".

NOTE: All Treasure is found only in those cases where the encounter
takes place in the "Lair".

MAGIC/MAPS DETERMINATION TABLE:


Roll on 100% Dice
01-75 = Magic ——
Roll for each item found
76-00 = Map ——

MAGIC ITEMS MAPS


Roll on 100% Dice Item Roll on 100% Dice Item
01-20 Swords 01-60 Treasure Map
21-35 Armor 61-90 Magic Map
36-40 Misc. Weapons 91-00 Magic &
41-65 Potions Treasure Map
66-85 Scrolls
86-90 Rings
91-95 Wands/Staves
96-00 Misc. Magic

SWORD:
01-35 Sword +1
36-40 Sword +1, +2 vs. Lycanthropes
41-45 Sword +1, +2 vs. Magic-Users and Enchanted Monsters
46-50 Sword +1, Locating Objects Ability
51-60 Sword +1, +3 vs. Trolls (Clerics)
61-65 Sword, Flaming: +1
+2 vs. Trolls (Pegasi, Hippogriffs, + Rocs)
+3 vs. Undead Treants
66-70 Sword +1, Wishes Included (2-8 Wishes)
71-75 Sword +1, +3 vs. Dragons
76-78 Sword +2
79-80 Sword +2, Charm Person Ability
81-82 Sword +3
83 Sword, One Life Energy Draining Ability
84-00 Sword -2 (Cursed Sword)

ARMOR:
01-30 Shield +1
31-60 Armor +1
61-75 Armor & Shield +1
76-83 Shield +2
84 90 Armor +2
91-97 Armor & Shield +2
98-00 Shield +3
MISCELLANEOUS WEAPONS:
01-25 10 Magic Arrows
26-40 3-30 Magic Arrows
41-55 Dagger +1 vs. Man-Sized Opponents, +2 vs. Goblins
and KoboIds
56-60 Dagger +2 vs. Man-Sized Opponents, +3 vs. Orcs, Goblins
and KoboIds
61-65 Magic Bow
66-70 Axe +1
71-80 Mace +2
81-85 War Hammer +1
86-89 War Hammer +2
90 War Hammer +3, 6” Throwing Range with Return
91-96 Spear +1
97-99 Spear +2
00 Spear +3
POTIONS:
01-04 Growth 49-52 Clairvoyance
05-08 Dimenuation 53-55 Clairaudience
09-12 Giant Strength 56-60 Animal Control
13-16 Invisibility 61-64 Undeod Control
17-20 Gaseous Form 65-68 Plant Control
21-24 Polymorph (Self) 69-72 Human Control
25-28 Speed 73-76 Giant Control
29-32 Levitation 77-80 Dragon Control*
33-36 Flying 81-84 Poison**
37-40 ESP 85-88 Invulnerability
38-40 Delusion 89-92 Fire Resistance
41-44 Healing 93-96 Treasure Finding
45-48 Longevity 97-00 Heroism
* Referee to roll to determine which of the six types of Dragons will be
controlled.
** Referee will mislead by naming any of the other Potions, but if care­
fully questioned should give it a singular feature.
SCROLLS:
01-20 1 Spell 61-70 Protection: Lycanthropes
21-35 2 Spells 71-80 Protection: Undead
36-45 3 Spells 81-90 Protection: Elementals
46-50 7 Spells 91-00 Protection: Magic
51-60 1 Curse*

*The referee must take extreme care in handling all Scrolls with an eye
towards duping the players when a Curse Scroll is found. The curse takes ef­
fect immediately upon reading the Scroll; therefore having non-Curse Scrolls
disappear on occasion if not identified will help to force reading of Curse
Scrolls. To determine the type of curse use the table below;
Die Roll Curse: (Range 3" diameter)
1 or 2 Any monster of the referee's choice
3 or 4 Disease, fatal in 3 turns unless healed
5 or 6 Polymorph to insect of referee's choice
7 Transportation 1,000 miles, random direction
8 Transportation to another planet

RINGS:
01-09 Invisibility 81-85 Protection, 5' r.
10-15 Mammal Control 86-90 Regeneration
16-21 Human Control 91-92 Djinn Summoning
22-30 Weakness 93-94 Telekenisis
31-39 Protection 95-96 X-Ray Vision
40-49 Three Wishes 97-98 Spell Turning
50-60 Delusion 99 Spell Storing
61-70 Water Walking 00 Many Wishes (4-24)
71-80 Fire Resistance
WANDS AND STAVES (All wands usable by Magic-Users only) :
01-15 Metal Detection 61-65 Polymorph
16-20 Enemy Detection 66-70 Negation
21-25 Magic Detection 71-80 Staff of Healing*
26-30 Secret Doors & 81-85 Staff of Commanding**
Traps Detection
31-35 Illusion 86-90 Snake Staff*
36-40 Fear 91-95 Staff of Striking**
41-45 Cold 96-97 Staff of Withering*
46-50 Paralization 98-99 Staff of Power***
51-55 Fire Balls 00 Staff of Wizardry***
56-60 Lightening Bolts

*Clerics only can employ


**Clerics and Magic-Users may employ
***Magic-Users only may employ
MISCELLANEOUS MAGIC:
01-04 Crystal Ball
05-06 Crystal Ball with Clairaudience
07 Crystal Ball with ESP
08-12 Medallion of ESP, 3" Range*
13-15 Medallion of ESP, 9" Range*
16-18 Amulet vs. Crystal Balls and ESP*
19-24 Scarab of Protection from Evil High Priests*
25-29 Bag of HoIding*
30 Censor Controlling Air Elementals
31 Stone Controlling Earth Elementals
32 Brazier Commanding Fire Elementals
33 Bowl Commanding Water Elementals
34-35 Efreet Bottle*
36-38 Displacer Cloak*
39-47 Elven Cloak and Boots*
48-52 Boots of Speed*
53-57 Boots of levitation*
58-62 Boots of Traveling and Leaping*
63-67 Broom of Flying
68-72 Helm of Reading Magic and Languages*
73-75 Helm of Telepathy*
76 Helm of Teleportation
77-87 Helm of Chaos (Law)*
88 Flying Carpet*
89 Drums of Panic, 24" Range*
90 Horn of Blasting, 10" Range*
91-97 Gauntlets of Ogre Power*
98-99 Girdle of Giant Strength*
00 Mirror of Life Trapping
* Usable by all classes
MAPS:
TREASURE MAGIC
Die Roll: Map to - Die Roll: Map to -
1 10,000-40,000 Silver 1-3 Any 1 Item
2 5,000-30,000 Gold 4-5 Any 2 Items
3 1 & 2 above 6 3 Items, No Swords
4 1 above + 2-20 Gems 7 4 Items, 1 a Potion
5 2 above + 5-30 Gems 8 5 Items, 1 a Scroll
6 3 above + 1-100 Gems & 1 a Potion
7 10-60 Gems, 2-20 Jewelry
8 3 & 7 above

MAGIC & TREASURE


Die Roll: Map to -
1 #1 Treasure and #1 Magic
2 #2 Treasure and #1 Magic
3 #3 Treasure and #4 Magic
4 Map to #7 Treasure and #6 Magic (already there)
5 #5 Treasure and #4 Magic
6 Map to Treasure and #1 Magic (already there)
7 #6 Treasure and #8 Magic
8 #8 Treasure and #7 Magic

NOTE: All items will be guarded by appropriate monsters. If the referee desires
he can simply roll on the Dungeon Encounter Matrix, (see Book III)
fifth or sixth level monster classes.

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